Search found 12 matches

by bootmii
Wed Aug 26, 2015 7:00 pm
Forum: NES Graphics
Topic: Possible algorithm for converting photos to NES
Replies: 19
Views: 9208

Re: Possible algorithm for converting photos to NES

rgb121 is the way to go.
MODS: Please lock this thread.
by bootmii
Thu Aug 20, 2015 6:06 pm
Forum: Reproduction
Topic: zelda 3 translation wiring for 2 eeproms?
Replies: 3
Views: 3398

Re: zelda 3 translation wiring for 2 eeproms?

>zelda 3
>simcity
>>>/SNESdev/
by bootmii
Sat Aug 15, 2015 9:19 pm
Forum: NESdev
Topic: Constant value for both, C and Assembly
Replies: 15
Views: 3761

Re: Constant value for eats, Shoots and Leaves

What do I have to do if I want to use the same constant value in both, my C and Assembly code? (I'm using of course CC65.) In Assembly, I would write this: GAMESTATE_TITLE = $01 GAMESTATE_RUNNING = $02 And in C, I would write this: #define GAMESTATE_TITLE 0x01 #define GAMESTATE_RUNNING 0x02 But how...
by bootmii
Sat Aug 15, 2015 9:16 pm
Forum: NESdev
Topic: Reading and saving $2000: Why does this change the behavior?
Replies: 9
Views: 2388

Re: Reading and saving $2000: Why does this change the behav

a dynamic latch decays at an unspecified rate, and emulators and famiclones are unlikely to implement it perfectly I'm trying to imagine an emulator with a room temperature setting, and simulation of heat dissipation within the NES. Can you also simulate ZIF stress if region is not set to Japan? :m...
by bootmii
Mon Aug 03, 2015 8:21 pm
Forum: General Stuff
Topic: Mascot? (Leonid NESDev)
Replies: 8
Views: 3000

Mascot? (Leonid NESDev)

One of my ideas is an edge connector across his chest. Failing that, medals for Nintendo World Champion and Summer Carnival, among others.
by bootmii
Mon Aug 03, 2015 3:27 pm
Forum: Newbie Help Center
Topic: NROM, CNROM, UNROM
Replies: 6
Views: 4343

Re: NROM, CNROM, UNROM

>>68339

>everything2
>2010

ISHYGDDT.jpg
by bootmii
Mon Aug 03, 2015 12:34 am
Forum: NES Graphics
Topic: [STUFF I DID] Orange-Green-Blue dithering
Replies: 1
Views: 3309

[STUFF I DID] Orange-Green-Blue dithering

Here's a little nice OGB dithering for you. What could be made better?
by bootmii
Fri Jul 31, 2015 12:36 pm
Forum: NESemdev
Topic: What's the MOST advanced mapper out there?
Replies: 17
Views: 4778

Re: What's the MOST advanced mapper out there?

tepples wrote:
lidnariq wrote:Remember that pirates were usually not making their own software
Except for companies like Hummer Team that did their own ports of 16-bit software to the Famicom.
And that's why we have the JY Company ASIC (2nd most complex of all time).
by bootmii
Mon Jul 27, 2015 3:26 pm
Forum: NESemdev
Topic: What's the MOST advanced mapper out there?
Replies: 17
Views: 4778

What's the MOST advanced mapper out there?

I know about the MMC5 and VRC7; those were used in licensed games for some region or other. But what about the unlicensed/pirate/homebrew mappers?
by bootmii
Mon Jul 27, 2015 3:07 pm
Forum: NES Graphics
Topic: [REQUEST] ASCII-ordered (ish) CHR version of Elnark Short
Replies: 4
Views: 4250

[REQUEST] ASCII-ordered (ish) CHR version of Elnark Short

I really, really like this font, but since the one on my computer has been wiped out due to an all-$F palette somehow becoming the default in YY-CHR, I would love any help you can give me.
To be honest, I mostly do wall-of-text nametables.
by bootmii
Sat Jul 25, 2015 11:59 am
Forum: NES Graphics
Topic: Proposal for an NES Graphics Format
Replies: 5
Views: 4355

Proposal for an NES Graphics Format

My idea for an NES Graphics Format would display a still image with a minimal PRG used only for moveable sprites (as opposed to BG tiles in the nametable). Nametable rendering would be automatic.

What do you think of it, how would you do it, and what could make it better?